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CP2014 / CP5608 Major Project
CP2014 / CP5608: Major Project
Requirement Overview
A game studio engaged you to create a series of 3D models and animations for their new game title. This game has a main story character,
which can be in realistic human look, humanoid or in metaphorical form. The game world can be earthly or fanaticised world of any genre.
The main story character will navigate in the game world you modelled and interact with some of the objects and effects (animations) you
created.
This game will be played from the off-the-shelf commercial devices such as laptops, game consoles, and smart phones. Therefore, the
game studio requires the 3D models you created must be low-resolution polygon models.
The game studio also requires you to rig the character professionally, and create some animation for the character such as idling, walking
and actions interacting with the game world.
Finally, you will integrate the models and animation created into one or multiple scenes, add some dynamics simulations to enrich the
game world, setup lighting and camera(s) to create an animation demo reel. Make a presentation to the game studio in which you will
demonstrate how the requirements from the game studio are satisfied and the creativity part(s) you contributed but are not explicitly
described in this requirement overview.
Project Key Data
This individual project is divided into 3 parts. Each part depends on the outcome of previous part(s). The table below lists some of the key
information of this major project. Detail requirements of all tasks in each part see rest of this document and section 6 (assessment
criteria) of the subject outline.
| Key Task | Weight (CP5608) | Weight (CP2411) | Due Date | |
| Part 1 | • Model game objects (include game world) and the story character |
15% | 20% | Week 6 5pm Friday |
| Part 2 | • Apply shaders and texture to all models created in part 1 • Create some object animation |
10% | 10% | Week 9 5pm Friday |
| Part 3 (Including presentation) |
• Create character animation (include character rigging) • Add dynamics simulation • Setup scene lighting • Setup camera and render full animation sequence • Create a video for presentation. |
20% (Project) 10% (Presentation) |
20% (Project) 10% (Presentation) |
Week 13 5pm Friday |
Submission: compress all types of project files into one zipped file and submit it to a drop-in box that will be setup on learnjcu.
Part I
You will create a set of polygon models that will be categorised as either game world or game objects by you. The total
quadrilateral faces (quads) for this set of polygon models is around 3000. Requirement for modeling methods and techniques,
and number of objects see the assessment criteria. You will create a polygon character using around 3000 quads. The
assessment criteria provides requirement about the geometric feature of the character.
You determine how many scene files to create. One approach is one scene file for one object. Another is a couple of scene files,
for example one for character, and one for all the objects. If using latter approach you shall organise objects in content layer
properly, for example objects belong to game world are assigned to a content layer named as environmentLayer. Bottom line is
you do not put character and all objects into one scene file at this stage of the project.
In your Maya project all objects are named properly and are grouped where requires. The modeling history that demonstrates a
progressive development of this part shall be included in the Maya project. You may consider retaining the modeling history in
the format of two or more versions of one scene file.
See the assessment criteria for more details.
You will make a document (2 pages or more) that records your initial design for the animation story to be created gradually
throughout parts 1 to 3 of this major project. There is no format limitation for this document, but it shall include but not limited to
these components: overall description of the game world, appearance of the character and a storyline in which animations
happen.
For submission, compress the document and your Maya project that includes all scene files and all versions of a scene file if
applies into ONE zip file. Submit the zipped file only.
Part II
You will create a group of shaders and textures, and apply them to decorate the surface of the 3D models created in part I. You
are encouraged to use UV mapping technique where applicable because it gives you more flexibility to design the texture details
and reduce the total number of materials to be loaded into a game engine.
You will use key frame animation technique to make some object animation that mayhelp driving your animation story in part 3.
These animations will be used in part 3, for example by importing the animated object (include animation) into the final scene
file.
Remember to check the assessment criteria for requirement about techniques and animation duration.
For submission, compress the Maya project that includes all part 2 scene files, texture files and the playblast of all animations
into ONE zip file. Submit the zipped file only.
Part III + Presentation (recorded)
In this final stage, the animation story is to be realised following a serial of sub phases.
First is character rigging. You will create a hierarchical skeleton with number of joints that are suitable for the character animation
to be created, and create handles and controllers to facilitate the animation process. Then binding the character object created
in previous parts to this skeleton. Create a couple of poses and adjust the binding weights where necessary so that the surface
of your character deforms in a realistic way. See corresponding assessment criteria for detail requirement.
After the character is rigged, you will create some character animation sequences that drive the story. Some of the character
actions are repetitive for example walking while others are not for example standing up. Here we consider one type of action as
one animation sequence. The corresponding assessment criteria give you a guide about mandatory and desirable animation
per grade category.
You will select a set of techniques from the dynamics simulation to enrich the game world or driving the story development. The
corresponding assessment criteria give you a guide about the types of technique required per grade category.
Before the final animation product can be rendered you will setup appropriate lighting in the game world scene to add a realistic
touch. You decide how many render scene files are required.
Setup rendering camera(s) in each render scene file. With camera following and/or movement, you guide your audiences’ eye
through the animation story.
Finally, you will render all the animation in one or multiple separate image sequences or video. You can consider editing the
rendered results, for example add background music with any video editing tool you already know how-to, or use the method
learnt in the subject workshop.
You will make a video presentation using the record narration function in PowerPoint or any other software tool. In the
presentation, you will give an introduction of the animation story produced, present the animation with clear explanation, discuss
the techniques used in the project, how you creatively apply knowledge and skill learnt from the subject. At the end of the
presentation includes a reference to the resources used in the project.
For submission, compress following items into ONE zip file:
• Your Maya project that includes all part 3 scene files and texture files.
• Rendered result
• Video presentation
There are 4 to 5 types of scene files: fully rigged character scene file(s), character scene files with pose (1 for each pose),
character animation scene files (1 for each animation sequence), render scene files and other scene file(s) if any.
For the recorded video presentation, instead of submitting the zipped video file, you can upload your file in cloud storage
and share/submit the link.
Submit the zipped file only. Contact your instructor for advice if your zip file exceeds the size limit of drop-in box.
Marking Criteria
Overview:
• Outcome that falls in category A will receive at least 85% of the marks assigned to the corresponding component.
• Outcome that falls in category B will receive 75% to 84% of the marks assigned to the corresponding component.
• Outcome that falls in category C will receive 65% to 74% of the marks assigned to the corresponding component.
• Outcome that falls in category D will receive 50% to 64% of the marks assigned to the corresponding component.
• Outcome that falls in category E will receive at most 49% of the marks assigned to the corresponding component.
| Tasks | Major Project Part I | ||||
| Category | A | B | C | D | E |
| Objects (50%) |
• At least 7 polygon objects (include game environment) • All polygon objects fall into low resolution1 model category. • Demonstrate excellent skills such as applying at least 3 different modelling tools or methods, and achieving high quality mesh layout. • Scene file(s) include complete modelling history of all objects created. |
• At least 6 polygon objects (include game environment). • All polygon objects fall into low resolution1 model category. • Demonstrate good skills such as applying different modelling tools or methods, and achieving good mesh layout. • Scene file(s) include complete modelling history for most of the objects created. |
• At least 5 polygon objects (include game environment). • All polygon objects fall into low resolution1 model category. • Demonstrate solid skills such as applying appropriate modelling tools or methods, and achieving appropriate mesh layout. • Scene file(s) include comprehensive modelling history of all objects created. |
• 4 to 5 polygon objects (include game environment). • All polygon objects fall into low resolution1 model category. • Demonstrate skills applying appropraite modelling tools or methods. • Scene file(s) include comprehensive modelling history for most objects created. |
• Less than 4 polygon objects (include game environment) created. • Polygon modeling method is not applied. • Or none of the polygon objects created falls into low resolution1 model category. • Scene file(s) include comprehensive modelling history. |
| Character (25%) |
• A low resolution polygon character • Rich character features such as facial, hand, arms, legs etc. • Character scene file(s) includes complete modelling history. • Demonstrates advanced modelling skills, for example using 3000 quads achieving a realistic humanoid look with high quality mesh layout. |
• A low resolution polygon character • Demonstrates some character features such as head, arms, legs etc. • Character scene file(s) includes complete modelling history. • Demonstrates intermediate modelling skills, for example using 3000 quads achieving a humanoid look with good mesh layout. |
• A low resolution polygon character that demonstrates a metaphoric metaphoric2 humanoid character using around 3000 quads. • Character scene file(s) includes complete modelling history. |
• A low resolution polygon character that demonstrates a metaphoric humanoid character using around 4000 quads. • Character scene file(s) includes comprehensive modelling history. |
• A low resolution polygon story character with no more than 5000 quads. • Character scene file(s) include comprehensive modelling history. |
The real-time graphic rendering in computer games demands high computational resource. One of the many factors that determine this demand is the resolution of polygonal objects
used, i.e. number of polygon faces. Using 400 quadrilateral faces (quads) in total to create 5 game objects of simple shape will be an excellent outcome.
Metaphoric humanoid character can be for example the Android logo, SpongeBob SquarePants, the Minium etc.
Object grouping is applicable only to objects that are made of multiple separate meshes. An appropriate grouping choice can be by functional parts that will be useful for animation later.
| Naming and Organisation (15%) |
• All objects and content layers (if any) are named appropriately. • All following practices are used appropriately: object layers, scene files, set project and object grouping3. |
• All objects and content layers (if any) are named appropriately. • At least 2 of the following practices are used appropriately: object layers, scene files, set project and object grouping. |
• Most objects and content layers (if any) are named appropriately. • At least 2 of the following practices are used appropriately: object layers, scene files, set project and object grouping. |
• At least 50% of the objects and content layers (if any) are named appropriately. • At least 1 of the following practices are used appropriately: object layers, scene files, set project and object grouping. |
• Up to 50% of the objects and content layers (if any) are named appropriately. • None of the following practices are used: object layers, scene files, set project and object grouping. |
| Documentation (10%) |
• All following designs aspects of the major project (an animation product) are excellently communicated: storyline, character(s) and objects that will interact with each other, background environment. |
• All following designs aspects of the major project (an animation product) are clearly communicated: storyline, character(s) and objects that will interact with each other, background environment. |
• All following designs aspects of the major project (an animation product) are discussed and at least 2 are clearly communicated: storyline, character(s) and objects that will interact with each other, background environment. |
• All following designs aspects of the major project (an animation product) are discussed: storyline, character(s) and objects that will interact with each other, background environment. |
• Half of the following designs aspects of the major project (an animation product) are discussed: storyline, character(s) and objects that will interact with each other, background environment. |
| Tasks | Major Project Part II | ||||
| Category | A | B | C | D | E |
| Shading and Texturing (45%) |
• All objects are shaded. • UV Mapping are utilised where are applicable. • Achieve realistic look with appropriate choice of underlying shaders. |
• All objects are shaded. • UV Mapping are utilised to at least 1 object. • Achieve realistic look with appropriate choice of underlying shaders. |
• Most objects are shaded. • Choices of underlying shaders are appropriate. |
• Most objects are shaded. | • Most objects are in default greyish Lambert. |
| Object Animation (45%) |
• Demonstrate animation of single object or between objects. • Demonstrate intermediate animation skills, for example animating with motion path and deformer (or simple joint system). |
• Demonstrate animation of single object or between objects. • Demonstrate intermediate animation skills, for example animating with motion path. • At least 70 frames for all animation sequences added up together |
• Demonstrate animation of single object or between objects. • Around 50 frames for all animation sequences added up together • Created preview video (playblast) for most animation sequences |
• Demonstrate animation of single object or between objects. • Around 30 frames for all animation sequences added up together • Created preview video (playblast) for some of the animation sequences |
• Demonstrate some animation. |
| • At least 100 frames for all animation sequences added up together • Created preview video (playblast) for all animation sequences |
• Created preview video (playblast) for all animation sequences |
||||
| Naming and Organisation (10%) |
• All shaders/textures are named appropriately. |
• All shaders/textures are named appropriately with at most 1 to 2 are not named. |
• All shaders/textures are named appropriately with at most 3 to 4 are not named. |
• Most s shaders/textures are named appropriately. |
• Most shaders/textures are not named. |
| Tasks | Major Project Part III | ||||
| Category | A | B | C | D | E |
| Character Rigging (20%) |
• Skeletal hierarchy and joints placement are appropriate. • Demonstrate solid rig with at least 2 suitable poses. • Demonstrates intermediate rigging skills, for example uses FK/IK handles and applies controllers to torso, leg and arm. • 80% of the joints, handles and controllers are named appropriately. |
• Skeletal hierarchy and joints placement are appropriate. • Demonstrate solid rig with 2 suitable poses • Demonstrates comprehensive rigging skills, for example uses FK/IK handles. • 80% of the joints and handles are named appropriately. |
• Skeletal hierarchy is appropriate. • Most joints are placed at suitable position. • Demonstrate rig outcome with 2 suitable poses. • Most of the joints are named appropriately. |
• Skeletal hierarchy is comprehensive. • Most joints are placed at suitable position. • Demonstrate rig outcome with 1 suitable pose. • Most of the joints are named appropriately. |
• A Skeletal system is created with some joints • Character mesh is bind to the skeleton |
| Character Animation (20%) |
• Character completes 2 animation sequences of different behaviour, for example walking, running, dancing or animation at equivalent level. • Animation appears realistic and believable. |
• Character completes 1 walking animation sequence and 1 animation sequence such as looking around or animation at equivalent level. • Animation appears realistic and believable. |
• Character completes 2 animation sequence such as looking around, sitting down, or animation at equivalent level. • Animation appears smooth. |
• Character completes 1 animation sequence. • Animation appears smooth and believable. |
• Demonstrate some character animation. |
| Dynamics Simulation (15%) |
• Demonstrate skills applying any 3 of the following dynamic simulation skills: paint effects, rigid body, (n)Particles and any dynamic effects. • The simulation plays a role in the animation story, for example interacts with the character, as background happening. |
• Demonstrate skills applying any 2 of the following dynamic simulation skills: paint effects, rigid body, (n)Particles and any dynamic effects. • The simulation plays a role in the animation story, for example interacts with the character, as background happening. |
• Demonstrate skills applying any 1 of the following dynamic simulation skills: paint effects, rigid body, (n)Particles and any dynamic effects. • The simulation serves as a natural part of the animation story. |
• Demonstrate skills applying any 1 of the following dynamic simulation skills: paint effects, rigid body, soft body, (n)Particles and any dynamic effects. |
• Demonstrate some attempt using dynamics for simulation. |
| Lighting (15%) |
• Demonstrate skills of deploying lighting in scene(s), for example choice of light type and their configuration (location, intensity, etc) are appropriate. • Lighting and shadow looks natural and realistic in rendered images/video. |
• Demonstrate skills of deploying lighting in scene(s), for example configuration (location, intensity, etc) is appropriate. • Lighting looks natural and realistic. |
• Demonstrate fundamental knowledge of lighting |
• Lighting is used | • Demonstrate little knowledge of lighting, for example default lighting is used |
| Cinematography (10%) |
• Demonstrate skills applying different shot types, use appropriate camera movement and following. • Scene is framed properly in the rendered images/video. |
• Demonstrate skills applying different shot types, use appropriate camera following/movement. • Scene is framed properly most time in the rendered images/video. |
• Camera following/movement is used. • Scene is framed properly most time in the rendered images/video. |
• Camera following/movement is used. • Scene is framed properly over half time in the rendered images/video. |
• Demonstrate little understanding of cinematography techniques |
| Rendering (15%) |
• All animations (object, character and dynamics simulation) are rendered. • Animation Demo professionally produced. • Duration is at least 40 seconds. |
• All animation sequences and most dynamics simulation are rendered. • Animation Demo presents some professional touch. • Duration is 30 to 40 seconds. |
• Most animation sequences and some dynamics simulation are rendered. • Duration is 20 to 30 seconds. |
• Most animation sequences or some dynamics simulation are rendered. |
• Demonstrate some rendering outcome |
| Tasks | Presentation | ||||
| Category | A | B | C | D | E |
| Presentation | • Video presentation gives a vivid introduction of the animation story produced, presenting the animation with clear explanation, discussing 3 or more techniques that demonstrate the student creatively applies knowledge and skill learnt from the subject to the entire major project. • At the end of the presentation gives a reference to the resource used in the project. |
• Video presentation gives a clear introduction of the animation story produced, presenting the animation with comprehensive explanation, discussing 2 to 3 techniques that demonstrate the student applies knowledge and skill learnt from the subject to the entire major project. • At the end of the presentation gives a reference to the resource used in the project. |
• Video presentation includes an introduction of the animation story produced, presenting the animation or some images rendered that represent pivot points of the animation story, discussing 2 to 3 techniques that demonstrate the student applies knowledge and skill learnt from the subject to the entire major project. • At the end of the presentation gives a reference to the resource used in the project. |
• Video presentation includes an introduction of the animation story produced, presenting some outcome whether be scene(s) from Maya, animation playblast or in other form. • Discussion demonstrates student’s understanding of knowledge and skill learnt from the subject. |
• Demonstrates some attempt to the video presentation. |
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